345 lines
8 KiB
C++
345 lines
8 KiB
C++
#include "../Rendering.h"
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#include <stddef.h>
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#include <stdlib.h>
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#include "SDL.h"
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#include "../../WindowsWrapper.h"
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#include "../../Draw.h"
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#include "../../Ending.h"
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#include "../../MapName.h"
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#include "../../TextScr.h"
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typedef struct Backend_Surface
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{
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SDL_Texture *texture;
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unsigned char *pixels;
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unsigned int width;
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unsigned int height;
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BOOL lost;
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struct Backend_Surface *next;
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struct Backend_Surface *prev;
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} Backend_Surface;
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typedef struct Backend_Glyph
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{
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SDL_Texture *texture;
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unsigned int width;
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unsigned int height;
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} Backend_Glyph;
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static SDL_Renderer *renderer;
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static Backend_Surface framebuffer;
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static Backend_Surface *surface_list_head;
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static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
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{
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sdl_rect->x = (int)rect->left;
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sdl_rect->y = (int)rect->top;
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sdl_rect->w = (int)(rect->right - rect->left);
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sdl_rect->h = (int)(rect->bottom - rect->top);
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if (sdl_rect->w < 0)
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sdl_rect->w = 0;
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if (sdl_rect->h < 0)
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sdl_rect->h = 0;
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}
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SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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{
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return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
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}
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Backend_Surface* Backend_Init(SDL_Window *window)
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{
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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if (renderer == NULL)
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return NULL;
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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if (framebuffer.texture == NULL)
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{
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SDL_DestroyRenderer(renderer);
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return NULL;
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}
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framebuffer.width = width;
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framebuffer.height = height;
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return &framebuffer;
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}
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void Backend_Deinit(void)
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{
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SDL_DestroyTexture(framebuffer.texture);
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SDL_DestroyRenderer(renderer);
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}
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void Backend_DrawScreen(void)
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{
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
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{
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Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
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if (surface == NULL)
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return NULL;
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surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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if (surface->texture == NULL)
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{
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free(surface);
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return NULL;
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}
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surface->width = width;
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surface->height = height;
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surface->lost = FALSE;
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// Add to linked-list
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surface->prev = NULL;
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surface->next = surface_list_head;
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surface_list_head = surface;
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return surface;
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}
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void Backend_FreeSurface(Backend_Surface *surface)
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{
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if (surface == NULL)
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return;
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// Remove from linked list
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if (surface->next != NULL)
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surface->next->prev = surface->prev;
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if (surface->prev != NULL)
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surface->prev->next = surface->next;
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SDL_DestroyTexture(surface->texture);
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free(surface);
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}
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BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
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{
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return surface->lost;
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}
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void Backend_RestoreSurface(Backend_Surface *surface)
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{
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surface->lost = FALSE;
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}
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unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch)
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{
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if (surface == NULL)
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return NULL;
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*pitch = surface->width * 3;
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surface->pixels = (unsigned char*)malloc(surface->width * surface->height * 3);
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return surface->pixels;
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}
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void Backend_UnlockSurface(Backend_Surface *surface)
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{
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if (surface == NULL)
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return;
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unsigned char *buffer = (unsigned char*)malloc(surface->width * surface->height * 4);
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unsigned char *buffer_pointer = buffer;
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const unsigned char *src_pixel = surface->pixels;
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// Convert the SDL_Surface's colour-keyed pixels to RGBA32
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for (unsigned int y = 0; y < surface->height; ++y)
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{
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for (unsigned int x = 0; x < surface->width; ++x)
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{
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*buffer_pointer++ = src_pixel[0];
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*buffer_pointer++ = src_pixel[1];
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*buffer_pointer++ = src_pixel[2];
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if (src_pixel[0] == 0 && src_pixel[1] == 0 && src_pixel[2] == 0) // Assumes the colour key will always be #000000 (black)
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*buffer_pointer++ = 0;
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else
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*buffer_pointer++ = 0xFF;
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src_pixel += 3;
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}
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}
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free(surface->pixels);
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SDL_UpdateTexture(surface->texture, NULL, buffer, surface->width * 4);
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free(buffer);
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}
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void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL || destination_surface == NULL)
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return;
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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SDL_Rect destination_rect = {(int)x, (int)y, source_rect.w, source_rect.h};
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// Blit the texture
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SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(renderer, destination_surface->texture);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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}
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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if (surface == NULL)
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return;
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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// Check colour-key
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if (red == 0 && green == 0 && blue == 0)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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else
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SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
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// Draw colour
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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BOOL Backend_SupportsSubpixelGlyphs(void)
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{
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return FALSE; // SDL_Textures don't have per-component alpha
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}
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Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, FontPixelMode pixel_mode)
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{
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Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
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if (glyph == NULL)
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return NULL;
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glyph->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
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if (glyph->texture == NULL)
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{
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free(glyph);
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return NULL;
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}
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unsigned char *buffer = (unsigned char*)malloc(width * height * 4);
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if (buffer == NULL)
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{
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SDL_DestroyTexture(glyph->texture);
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free(glyph);
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return NULL;
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}
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unsigned char *destination_pointer = buffer;
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switch (pixel_mode)
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{
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case FONT_PIXEL_MODE_LCD:
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// Unsupported
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break;
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case FONT_PIXEL_MODE_GRAY:
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for (unsigned int y = 0; y < height; ++y)
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{
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const unsigned char *source_pointer = pixels + y * pitch;
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for (unsigned int x = 0; x < width; ++x)
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{
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = *source_pointer++;
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}
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}
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break;
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case FONT_PIXEL_MODE_MONO:
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for (unsigned int y = 0; y < height; ++y)
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{
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const unsigned char *source_pointer = pixels + y * pitch;
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for (unsigned int x = 0; x < width; ++x)
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{
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = *source_pointer++ ? 0xFF : 0;
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}
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}
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break;
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}
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SDL_UpdateTexture(glyph->texture, NULL, buffer, width * 4);
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glyph->width = width;
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glyph->height = height;
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return glyph;
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}
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void Backend_UnloadGlyph(Backend_Glyph *glyph)
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{
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if (glyph == NULL)
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return;
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SDL_DestroyTexture(glyph->texture);
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free(glyph);
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}
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void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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// The SDL_Texture side of things uses alpha, not a colour-key, so the bug where the font is blended
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// with the colour key doesn't occur.
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if (glyph == NULL || surface == NULL)
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return;
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SDL_Rect destination_rect = {(int)x, (int)y, (int)glyph->width, (int)glyph->height};
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// Blit the texture
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SDL_SetTextureColorMod(glyph->texture, colours[0], colours[1], colours[2]);
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SDL_SetTextureBlendMode(glyph->texture, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_RenderCopy(renderer, glyph->texture, NULL, &destination_rect);
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}
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void Backend_HandleRenderTargetLoss(void)
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{
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for (Backend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next)
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surface->lost = TRUE;
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}
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void Backend_HandleWindowResize(void)
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{
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// No problem for us
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}
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